
the simulation of a person's entire environment (sights, sounds, movements, etc.) by computer. Most commonly this is done by displaying a realistic picture (see
Truly realistic virtual reality is more a goal than an existing technology, but some computer games achieve a limited kind of realism by having the user wear a special helmet and gloves and/or stand on a special platform.
Industry Associations
IMAGE Society
Individuals and organizations interested in the technological advancement and application of real-time visual simulation (medical, virtual reality, telepresence, aeronautical, and automotive) and other related virtual reality technologies.
Founded: 1987
Dues: individual in U.S., $50 annual; individual outside U.S., $65 annual; student in U.S., $25 annual; student outside U.S., $40 annual.